so for the moment i have a vor'cha refit as a Bgen Eng on my latest and 9th toon, with that said alot of the TRIBBLE on my ship needs an update especially the the tactical slots, eng resistances and beam banks. but im planning to make it the most threatening ship, most DPS exclusive and have the tankability to take on a fleet of about 10 ships, mix of cruisers, frigates and the odd sci ship or typhon battleship. know i got a half way useful build on my fed beam boat build tac/cruiser build and that can take on a mirror fleet itself but that depends on phaser procs and where the typhon is planted and its tractor beam in order to beat that fleet of ships, however that build suffers from a lack of shields regularly, probably a lack of a second EPS. i want my Vor'cha to do better.
currently my build is:
disruptor beams VIII-IX white
stock VIII kit (KHG shield, borg parts)
Resistance x2, EPS x2
Shield regen, bio function (later replaced by uni borg console)
Disruptor dmg x2, uni plasma def turret.
that right there is good enough to take down several spheres on the first strike if not the second, in conjunction with fire at will, tactical team, EPS skill, directed modulation and to top it off, with plasma eject to finish them off with the beams dont.
what would be the best way to get the ideal ship as described above? kind of curious how everyone else would setup and to find out if it can work for my play style before i decide to choose a path for my final toon.
additionally: if i ever find any remote interest in crafting for the field generator XI i would take it, but i have never crafted on this game in my life. that +35% shield HP would be a very welcome sight to increase my build. at some point i will work on it.
i dont think that you need 2 EPS consoles as an engineer, get a SIF for better hull repair.
resistance consoles are ok, but personally i dont like it. But keep it if u must, i think the elite cube will oneshot you anyway.
what kind of shield reg are we talking here? the % console or the one that buffs shield repair abilities? that should be changed to the 35% shield console. the honor guard shield has too little reg on it to make it count. i think you get like 10 reg more with that console and that shield.
equip 3 disruptor consoles, take care of incoming HY torpedos via fire at will or the old fashioned way, an additional 26% dmg buff for your guns is just way more powerfull.
but most important would be your BOFF setup, that pretty much determents the rest of the finetuning!
but before we start here the 1 millionst ship built post, just google a little for a nice vor'cha built, and adjust it to your needs/likes
i was thinking that universal plasma turret can deal with the plasma shots, always has done in the past while i can focus on keeping up the damage, playing this type of build requires a set amount of attention and focus i would of thought without focusing on damage, healing, plasma shots and where i am parked compared to other ship that wish to destroy a klingon ship.
the second eps is to avoid loosing too much regenation capability on the shields, as stated that my first attempt at it is only half way useful and it keeps up the energy significantly when firing all them beams, so the damage remains more constant. there would have to be a significant advantages elsewhere if it means loosing a EPS.
as stated its a beam boat, no turrets or cannons, want to keep it that way.
for now the regen shield sci console is at 10%-11% probably, again it will be upgraded at some point and the field generator, i do not have the first idea what slot that goes in, considering its a shield extension, logic dictates an eng slot.
right now, i have decided nothing, just would like to work through as many different builds and as much as possible.
Fore: 3x beam array, 1 photon torp (all white, bought from shipyard vendor)
Aft: 3x beam array (all white)
Kit: any, currently random green positron deflector, combat engines and resilient shield.
Devices: only got batteries for now
Consoles
Eng: 2x distrib manifold, 1x field emitter
Sci: shield generator, shield regen
Tac: 2x disruptor coils
Tac Lt: TT1, TT2
Eng commander: eng team(!), empts2, empts 3, eject plasma
Eng lt. com: emptw1, emptw2, RSP
Sci: TSS, HE, Sci team
I have no FaW, I would like to have 2 of them, no space for them.
Torpedo HY, want, no space.
Cannot do the "good day to die (space)" mission. Even with 6 feds focusing fire on me, can't die.
Damage output is pretty low, having issues for example with the optional objectives on Pi Canis sortie Bravo.
Have not done any of the story missions, so no fancy equipment for now.
Shield generator console is cheaper on the exchange. It's a sci console.
How exactly are you "keeping damage up" with EPS consoles?
Stole the 4 x Spiral wave disruptors from a Cardassian Galor, Added 3x Green Mk XI Disruptors (cheap off the exchange) and a Mk XI Quantum Torpedo Launcher.
Tactical skills from Boff
Torpedo Spread/Beam Fire at will/Tactical team
2 x EmPts, 2 EmPtw from Eng Boffs,
running 75/75/25/25 base power distribution
with buffs and rotation of the above emergency powers all 7 beams firing broadside rapily kills many enemies.
Have 3 +26% Diruptor damage tac consoles, 2 eps (XI) consoles seems to keep everthing together
Only real shame is I can't have beam overload, a second tactical team, and pattern omega as well.
If I get another Galor I'm upgrading the front disruptors
Basically mix in a few more useful science and engineering boff skills and bang bang boom the build works.
Essential that you have beam fire at will though.
Fought a fleet engagement with this build vs the Gorn Minefield - came 3rd place - and I'm a total freaking rookie!:eek:
How exactly are you "keeping damage up" with EPS consoles?
you loose energy during your beam salvos, the more your energy loss the more the power of your weapons weakens, you could go from 2800 (700 x4 beams) dps to 400 (100 x4 beams) dps instead until the recharge between cycles.
i have recently upgraded the disruptor consoles and removed the VIII white disruptor banks for Mk X purple banks for the moment, constantly hitting 700-800 per hit on most stuff, with extras and FAW quickly dismatling stuff and tanking ok, just need to get that uni assimilation console, will add even more healing capabilities while will most certainly help. was thinking of going Omega force shield rather then KHG covariant and with a +35% shield console i should be able to tank just as well.
you loose energy during your beam salvos, the more your energy loss the more the power of your weapons weakens, you could go from 2800 (700 x4 beams) dps to 400 (100 x4 beams) dps instead until the recharge between cycles.
You do realize that's outdated information?
Weapons don't drain power anymore, they just set a hidden debuff on power, when they're done firing the power jumps right back up, it doesn't "recover".
EPS consoles and plasma flow skill only help with power transfer, helpful for recovery after beam overload or full impulse but not much else.
You do realize that's outdated information?
Weapons don't drain power anymore, they just set a hidden debuff on power, when they're done firing the power jumps right back up, it doesn't "recover".
outdated? its possible using different beam combos adds more power drain then that of a single beam type like disruptor, i need to test that out to confirm that, wont be hard at all, but i know for certain my fed tac/cruiser beamboat runs into frequent weapon power issues usually resulting in a loss of weapon damage, but my vor'cha cruisers power is not, even so it still dents the overall power supply from 125 to 55-65 at times but with the EPS it diverts that extra bit more power that much faster so it can deal with the added madness of the drain.
it appears there is a confilct of what your saying and what im saying, so really if there is someone around who can tell the both of us if EPS helps or not, that would be good especially since i opened the thread about this very issue.
the second eps is to avoid loosing too much regenation capability on the shields, as stated that my first attempt at it is only half way useful and it keeps up the energy significantly when firing all them beams, so the damage remains more constant. there would have to be a significant advantages elsewhere if it means loosing a EPS.
as stated its a beam boat, no turrets or cannons, want to keep it that way.
for now the regen shield sci console is at 10%-11% probably, again it will be upgraded at some point and the field generator, i do not have the first idea what slot that goes in, considering its a shield extension, logic dictates an eng slot.
right now, i have decided nothing, just would like to work through as many different builds and as much as possible.
NOTE: EPS console does not do anything for regeneration capabilities on any shield.
Far as the Regen shield console, I recommend you go with Shield Emitters, which are much more effective with the current skill layouts. The buffing of shield along with its regen rates far outshine the regen console itself.
if you want a tanking build try this
ENG Consoles, Neutronium x2, Mono x1, (the open slot to place what you like)
SCI Consoles, Shield Emiiters x1, Shield buff +35% x1
TAC Consoles, (appropriate weapon buffers)
For your BO
TAC - TT1, FAW
ENG - ET1, DEM, EPtS3, EWP3
ENG - ET1, RSP1, EPtS3
SCI - ST1, HE2 or TTS, HE
other BO can toss in whichever. This allows you to be tanky, mixing your EPtS with your own engineering shield buff and using TTS with the other. cycling with hardly no downtime. the EWP3 can be both used Defensively and offensively according to your situation.
i will try it out see if it helps, just need to pull some funds together or EDCs, constantly running into ingame money issues with this game but always overcome each time. i will let you know when i can.
i took some of the advice from above knowing that i have a good enough setup, i can now take on 3 spheres just well enough or a cube but thats good now, my dps has come down a little but nothing really significant enough.
Comments
resistance consoles are ok, but personally i dont like it. But keep it if u must, i think the elite cube will oneshot you anyway.
what kind of shield reg are we talking here? the % console or the one that buffs shield repair abilities? that should be changed to the 35% shield console. the honor guard shield has too little reg on it to make it count. i think you get like 10 reg more with that console and that shield.
equip 3 disruptor consoles, take care of incoming HY torpedos via fire at will or the old fashioned way, an additional 26% dmg buff for your guns is just way more powerfull.
but most important would be your BOFF setup, that pretty much determents the rest of the finetuning!
but before we start here the 1 millionst ship built post, just google a little for a nice vor'cha built, and adjust it to your needs/likes
the second eps is to avoid loosing too much regenation capability on the shields, as stated that my first attempt at it is only half way useful and it keeps up the energy significantly when firing all them beams, so the damage remains more constant. there would have to be a significant advantages elsewhere if it means loosing a EPS.
as stated its a beam boat, no turrets or cannons, want to keep it that way.
for now the regen shield sci console is at 10%-11% probably, again it will be upgraded at some point and the field generator, i do not have the first idea what slot that goes in, considering its a shield extension, logic dictates an eng slot.
right now, i have decided nothing, just would like to work through as many different builds and as much as possible.
Fore: 3x beam array, 1 photon torp (all white, bought from shipyard vendor)
Aft: 3x beam array (all white)
Kit: any, currently random green positron deflector, combat engines and resilient shield.
Devices: only got batteries for now
Consoles
Eng: 2x distrib manifold, 1x field emitter
Sci: shield generator, shield regen
Tac: 2x disruptor coils
Tac Lt: TT1, TT2
Eng commander: eng team(!), empts2, empts 3, eject plasma
Eng lt. com: emptw1, emptw2, RSP
Sci: TSS, HE, Sci team
I have no FaW, I would like to have 2 of them, no space for them.
Torpedo HY, want, no space.
Cannot do the "good day to die (space)" mission. Even with 6 feds focusing fire on me, can't die.
Damage output is pretty low, having issues for example with the optional objectives on Pi Canis sortie Bravo.
Have not done any of the story missions, so no fancy equipment for now.
Shield generator console is cheaper on the exchange. It's a sci console.
How exactly are you "keeping damage up" with EPS consoles?
Tactical Captain Level 50
Stole the 4 x Spiral wave disruptors from a Cardassian Galor, Added 3x Green Mk XI Disruptors (cheap off the exchange) and a Mk XI Quantum Torpedo Launcher.
Tactical skills from Boff
Torpedo Spread/Beam Fire at will/Tactical team
2 x EmPts, 2 EmPtw from Eng Boffs,
running 75/75/25/25 base power distribution
with buffs and rotation of the above emergency powers all 7 beams firing broadside rapily kills many enemies.
Have 3 +26% Diruptor damage tac consoles, 2 eps (XI) consoles seems to keep everthing together
Only real shame is I can't have beam overload, a second tactical team, and pattern omega as well.
If I get another Galor I'm upgrading the front disruptors
Basically mix in a few more useful science and engineering boff skills and bang bang boom the build works.
Essential that you have beam fire at will though.
Fought a fleet engagement with this build vs the Gorn Minefield - came 3rd place - and I'm a total freaking rookie!:eek:
you loose energy during your beam salvos, the more your energy loss the more the power of your weapons weakens, you could go from 2800 (700 x4 beams) dps to 400 (100 x4 beams) dps instead until the recharge between cycles.
i have recently upgraded the disruptor consoles and removed the VIII white disruptor banks for Mk X purple banks for the moment, constantly hitting 700-800 per hit on most stuff, with extras and FAW quickly dismatling stuff and tanking ok, just need to get that uni assimilation console, will add even more healing capabilities while will most certainly help. was thinking of going Omega force shield rather then KHG covariant and with a +35% shield console i should be able to tank just as well.
Weapons don't drain power anymore, they just set a hidden debuff on power, when they're done firing the power jumps right back up, it doesn't "recover".
EPS consoles and plasma flow skill only help with power transfer, helpful for recovery after beam overload or full impulse but not much else.
outdated? its possible using different beam combos adds more power drain then that of a single beam type like disruptor, i need to test that out to confirm that, wont be hard at all, but i know for certain my fed tac/cruiser beamboat runs into frequent weapon power issues usually resulting in a loss of weapon damage, but my vor'cha cruisers power is not, even so it still dents the overall power supply from 125 to 55-65 at times but with the EPS it diverts that extra bit more power that much faster so it can deal with the added madness of the drain.
it appears there is a confilct of what your saying and what im saying, so really if there is someone around who can tell the both of us if EPS helps or not, that would be good especially since i opened the thread about this very issue.
NOTE: EPS console does not do anything for regeneration capabilities on any shield.
Far as the Regen shield console, I recommend you go with Shield Emitters, which are much more effective with the current skill layouts. The buffing of shield along with its regen rates far outshine the regen console itself.
if you want a tanking build try this
ENG Consoles, Neutronium x2, Mono x1, (the open slot to place what you like)
SCI Consoles, Shield Emiiters x1, Shield buff +35% x1
TAC Consoles, (appropriate weapon buffers)
For your BO
TAC - TT1, FAW
ENG - ET1, DEM, EPtS3, EWP3
ENG - ET1, RSP1, EPtS3
SCI - ST1, HE2 or TTS, HE
other BO can toss in whichever. This allows you to be tanky, mixing your EPtS with your own engineering shield buff and using TTS with the other. cycling with hardly no downtime. the EWP3 can be both used Defensively and offensively according to your situation.
Front 3xPlasmaDualBeam Mk12 + Plasma Torp
Aft 3xPlasmaBeam Mk12 + Plasma Torp
Tac-Ensign: THY1 (or TSpread1)
Tac-Lt.: BFAW1, BeamOverload2
Eng-Lt.Cmdr: EmergencyP2W1,EngTeam2,EmergencyP2S3
Eng-Cmdr: EmergencyP2W1,ReverseShieldpolarity1,EmergencyP2S3, EWP3
Sci-Lt.: SciTeam1 (or TSS1), HazardEmitters2
consoles:
Eng: Turnrate,Borg-universal,EPS, WeaponPower
Sci: Shieldcapacity, ShieldEmitter
Tac: 3xPlasmaEnergyDmg